A regiment (or unit) is the term used to describe a discrete unit of combat-able individuals or creatures. Examples of a regiment: a phalanx of infantry soldiers, a cohort of charioteers, a small group of hill giants or a single large monster.
Regiments have the following attributes:
Movement: Used to determine the speed of movement during battles as well as the maximum movement distance per turn on the strategic map.
Melee Shock: Represents the ability to leverage weapons, speed, weight, brute force, etc. to do additional damage when charging into enemy ranks. A mounted knight armed with a lanced is a classic example of this, but it also includes the effect of such thing as chariots with scythed wheels, stampeding beasts or a dense swarm of insectoids.
Melee Skill: A composite of inherent combat aptitude, martial training and relevant physical characteristics, this attribute basically represents the ability to hit the enemy and to avoid being hit. When equally matched, highly skilled, foes are fighting, combat will tend to drag out - less skilled combatants will be less able to avoid making a fatal mistake, and combat will be shorter. The impact of melee skill also varies per weapon.
Toughness: The ability to keep fighting despite injury, ie the amount of damage needed to inflict casualties on this regiment.
Armor: Where toughness is the capacity to absorb injury, armor is used partially to reduce, but also to complete negate, damage. Some weapons have bonuses against units with no or low armor - others have increased ability to penetrate armor.
Courage: Mental fortitude and the will to continue fighting in the face of defeat. If courage is very low, the regiment will often avoid fights with a equally matched foe or retreat when first blood is shed. Very high courage allows the commander to send the unit to certain death for tactical reasons, and have it fight to the bitter end.
Discipline: A combination of training, experience and psychological factors, which determine how likely the regiment is to follow orders that run counter their instincts. Very low courage troops can be kept in the fight if discipline is high, but will prefer more defensive formations and fight at somewhat reduced effectiveness. Very high courage troops with low discipline will tend to break formation and charge the enemy, even when the commanders has more defensive plans. Discipline allows affects the risk of disorganization when changing formation, and the ability to use more complex formation types and tactics.
Special Abilities: Cavalry, Beasts, Monster, Swarm, Siege Engine, Set Defense, Shield Wall, Close Quarters Fighting, Hinder Opponent, Break Defense, Anti-Cavalry, Anti-Monsters, Burrow, Blink, Leap, Limited Flight, Flight, Amphibious, Semi-Amphibious, Fearless, Tireless, Hardy, Dual Wielding, Ranged Avoidance, Inspiring, Sappers, Path Finders, Relentless Pursuit, Ambush, Noxious, Unsettling, Drunkards, Looters, Frenzy, Regeneration, Limited Regeneration, Vampiric, Feast, Construct, Demonic, Semi-Corporeal, Undead, No Close Formation, Empowered In Forests, Petrify, Charm, Suppression (documentation pending)
Equipment: (documentation pending)
Attacks: (documentation pending)
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